Shamans are spellcasters which use magic differently from Clerics or Magic 
Users. Where the Magic User views magic as a science, or as an art form, 
something to be practiced, honed and mastered; and where the Cleric sees 
magic as a gift from their Deity for good deeds; the Druid sees magic as 
the lifeblood of the universe, and the will of the Grandfather Spirit, and 
they are but a conduit for it. They do not control magic, or request 
magic - to the Druid, they *are* magic, for they are one with the universe, 
with the Grandfather Spirit. To them, opening the portals in the soul to 
allow the energies to flow forth is as natural as breathing. Druids are 
(usually) neutral, viewing good and evil, law and chaos, as balancing forces 
of nature which are necessary for the continuation of all things. They 
must have a minimum wisdom of 12, a strength of 12, and a constitution of 
13. Both of these major attributes must exceed 15 if a Shaman is to gain a 
10% bonus to earned experience. 

It will be noted that the spells usable by Shamans are more attuned to 
nature and the elements than are the spells of other clerics or magic-users. 
However, unlike the traditional Druid, the Shaman's spell selection and 
style of magic is not reliant on a certain localised breed of trees, a 
strict set of naturalistic circumstances, and a strict adherence to 
neutrality. Rather, the Shamanic view of natural magic is to take what 
already is, and create other things that may be, as felt by the needs and 
imperative of the Grandfather Spirit to keep the balance. This is at a 
much lower, more elemental level; whether it is to be found in the trees 
and waters of the wild, or in the wooden planks, cobblestones and bricks 
of the city. All things, at a base enough level, come from the elements; 
and the elements are the Druid's magical turf. Further, shamans do not 
engage in "nature worship" as the traditional druid does; rather, shamans 
view the natural world, and everything in it, as being related. To them, 
the trees, the rocks, the wind and the water of the river are their 
brothers, father, mother and sisters just as much as the others in their 
tribe. To call their religion nature worship is anadequate at best. They 
do not worship nature so much as they hold it in high reverence, as they 
would a trusted and proven grandparent; something to be learned from, and 
loved while you have time together. They refer to their path of study as 
"traveling the Spirit Road".

Shamans serve to strengthen, protect, and revitalize as the usual cleric
does. Shamans are also capable of dealing lots of damage all on their own 
with their spells, and with their combat abilities, if necessary. They 
must speak or read spells aloud, usually accompanied by singing, chanting 
and/or dancing, except where noted. Due to their involvement with the 
natural cycle of life and death, and not dedication to any particular 
Deity, Shamans have no power to turn or control undead, demons, or devils.

Shamans are the leaders and elders, often, of nomadic hunter-gatherer 
tribes. Any people that settles down long enough to build permanent 
structures is not one that will find itself welcome by a Shaman, and 
therefore will find none amongst them. Neither will any society that 
makes extensive over-use of natural resources, or makes a habit of doing 
things that fly in the face of the natural order of things. For this 
reason it is exceptionally rare to find Shamans in all but the most 
reclusive societies; at current, the only shamans known - or reputed - 
to exist are amongst the few Sylvan Elven tribes of the Elven 
Protectorate, who are the most secretive and reclusive of all the elven 
tribes.

Shamans are often not only the spiritual leaders of a tribe, but also 
the warrior chiefs as well, when the tribe's population is small - or 
when the shaman is particularly strong. Thus Shamans attack on the 
Cleric "to hit" chart matrix. Most shamans do not progress past 5th 
or 6th level in practice; but there can be - and have been - shamans 
capable of casting 9th level spells of unbelievable power, even in the 
eyes of Arcanists.

If a shaman observes any creature destroying their charges, or upsetting 
the balance of the natural order, the Shaman is unlikely to risk his 
life to prevent the destruction if the odds are clearly not in his favor. 
Rather, it is probable that the Shaman will seek retribution and revenge
at a later date as opportunity presents itself.

In connection with their relationship with nature, Shamans have certain 
innate powers which are gained at higher level. At 1st level, a Shaman 
gains the following obilities: 

1. ldentification of plant type 
2. Identification of animal type 
3. Identification of pure water 
4. Totem Spirit. This is similar in nature to both a magic user's 
	familiar, and a Cleric's deity. The totem spirit is a moral guide 
	to the shaman, a foreteller of imminent events, a messenger to 
	and from the grandfather spirit, and a guide to the spirit worlds 
	beyond. The shaman is given a totem spirit once he begins 
	following the spirit road, usually by the shaman that shows him 
	the path to begin with, or for shamans starting out alone in the
	wilderness, by the grandfather spirit himself (it is said).

At 2nd level, the druid gains the ability to identify animals by only 
their tracks, droppings, or other leavings (antler scrapes, feathers, etc).

At 3rd level, the shaman gains the power to pass through overgrown areas 
(undergrowth of tangled thorns, briar patches, etc.) without leaving a 
discernible trail and at normal movement rate (q.v.) 

At 7th level, the following additional powers are gained: 

1. Immunity from charm spells cast by any creature basically associated 
   with the woodlands, i.e. dryads, nixies, sylphs, etc. 
2. Ability to change form up to three times per day, actually becoming, 
   in all respects save the mind, a reptile, bird or mammal. 
	A. Each type of creature form can be assumed but once per day. 
	B. The size of creature form assumed con vary from as small as a 
		bullfrog, bluejay or bat to as large as a large snake, an 
		eagle, or a black bear (about double the weight of the 
		Shaman). 
	C. Each assumption of a new form removes from 10% to 60% (d6, 
		multiply by 10) of the hit points of damage, if any, the 
		Shaman has sustained prior to changing form. 

	In melee combat, Shamans fight as clerics. They likewise make saving 
throws (9.v.) as clerics, but against fire and lightning (electrical) 
attacks they get a bonus of +2 on their dice rolls. 

Shamans TABLE I
                            8-Sided
                            Dice for
                            Accumulated
XP                  Level   Hit Points  Level Title
-----------------------------------------------------------------------
0 - 2,000               1       1	
2,001 - 4,000           2       2	
4,001 - 7,500           3       3	
7,501 - 12,500          4       4	
12,501 - 20,000         5       5	
20,001 - 35,000         6       6	
35,001 - 60,000         7       7	
60,001 - 90,000         8       8	
90,001 - 125,000        9       9	
125,001 - 200,000       10      10	
200,001 - 300,000       11      11	
300,001 - 750,000       12      12	
750,001 - 1,500,000     13      13	
1,500,001 - 2,250,000   14      14	
2,250,001 - 3,000,000   15      14+1	
3,000,001 - 3,750,000   16      14+2	
3,750,001 - 4,500,000   17      14+3	
4,500,001 - 5,250,000   18      14+4	

* Each level is 750,000 XP past the 18th

SPELLS USABLE BY CLASS AND LEVEL - ShamanS

Shamanic				Spell Level
Level   1   2   3   4   5   6   7   8   9
1       2   -   -   -   -   -   -   -   -
2       2   1   -   -   -   -   -   -   -
3       3   2   1   -   -   -   -   -   -
4       4   2   2   -   -   -   -   -   -
5       4   3   2   -   -   -   -   -   -
6       4   3   2   1   -   -   -   -   -
7       4   4   3   1   -   -   -   -   -
8       4   4   3   2   -   -   -   -   -
9       4   4   3   2   1   -   -   -   -
10      5   4   3   3   2   -   -   -   -
11      5   5   3   3   2   1   -   -   -
12      5   5   4   4   3   2   1   -   -
13      6   5   5   5   4   3   2   -   -
14      6   6   6   6   5   4   3   1   -
15      6   6   6   6   5   4   3   2   -
16      6   6   6   6   6   5   4   2   -
17      6   6   6   6   6   5   4   3   1
18      6   6   6   6   6   6   5   3   2
19      6   6   6   6   6   6   5   4   3
20      6   6   6   6   6   6   6   4   3

	Shamans select their spells from both the Shaman (below) and
Druid spell list freely.

SHAMAN SPELL LIST

			1st level
Spell Name				Taken From
---------------------------------------------------------------------
create water			cleric 1
cure light wounds		cleric 1
detect magic			cleric 1
light					cleric 1
purify food & drink		cleric 1
resist cold				cleric 1
detect snares & pits	druid 1
entangle				druid 1
faerie fire				druid 1
invisibility to animals	druid 1
locate animals			druid 1
pass without trace		druid 1
predict weather			druid 1
purify water			druid 1
shillelagh				druid 1
speak with animals		druid 1
vision quest**			-
affect normal fires		magic user 1
burning hands			magic user 1
charm person			magic user 1
comprehend languages	magic user 1
enlarge	   				magic user 1
erase					magic user 1
feather fall			magic user 1
friends					magic user 1
hold portal*			magic user 1
jump					magic user 1
mending					magic user 1
read magic				magic user 1
shocking grasp			magic user 1
sleep					magic user 1
spider climb			magic user 1
change self				illusionist 1
detect illusion			illusionist 1
detect invisibility		illusionist 1
wall of fog				illusionist 1


			2nd level
Spell Name				Taken From
---------------------------------------------------------------------
detect charm			cleric 2
find traps*				cleric 2
know alignment			cleric 2
slow poison				cleric 2
speak with animals		cleric 2
barkskin				druid 2
charm person or mammal	druid 2
feign death				druid 2
fire trap				druid 2
heat metal				druid 2
locate plants			druid 2
obscurement				druid 2
produce flame			druid 2
trip					druid 2
warp wood				druid 2
continual light			magic user 2
darkness 15' radius		magic user 2
fool's gold				magic user 2
forget 					magic user 2
locate object*			magic user 2
ray of enfeeblement		magic user 2
shatter					magic user 2
stinking cloud			magic user 2
strength				magic user 2
web						magic user 2
blindness				illusionist 2
deafness				illusionist 2
fog cloud				illusionist 2


			3rd level
Spell Name				Taken From
---------------------------------------------------------------------
continual light			cleric 3
create food & water		cleric 3
cure blindness			cleric 3
cure disease			cleric 3
feign death				cleric 3
hold person				cleric 2
remove curse			cleric 3
speak with dead			cleric 3
call lightning			druid 3
hold animal				druid 3
hold plant				druid 4
neutralize poison		druid 3
plant growth			druid 3
protection from fire	druid 3
protection from cold**	-
protection from lightning		druid 4
pyrotechnics			druid 3
snare					druid 3
stone shape				druid 3
summon insects			druid 3
tree					druid 3
water breathing			druid 3
dispel magic			magic user 3
explosive runes			magic user 3
fireball				magic user 3
flame arrow				magic user 3
gust of wind			magic user 3
infravision				magic user 3
lightning bolt			magic user 3
monster summoning I		magic user 3
tongues			  		magic user 3
dispel illusion			illusionist 3

			4th level
Spell Name				Taken From
--------------------------------------------------------------------
cure serious wounds		cleric 4
divination				cleric 4
lower water				cleric 4
animal summoning I		druid 4
call woodland beings	druid 4
control temperature		druid 4
hallucinatory terrain	druid 4
plant door				druid 4
produce fire			druid 4
repel insects			druid 4
speak with plants		druid 4
charm monster			magic user 4
dig						magic user 4
fire charm				magic user 4
fire shield				magic user 4
fire trap				magic user 4
ice storm				magic user 4
monster summoning II	magic user 4
polymorph self*			magic user 4
wall of fire			magic user 4
wall of ice				magic user 4
emotion					illusionist 4
minor creation			illusionist 4

			5th level
Spell Name				Taken From
---------------------------------------------------------------------
conjure animals			cleric 6
flame strike			cleric 5
animal growth			druid 5
animal summoning II		druid 5
anti-plant shell		druid 5
commune with nature		druid 5
control winds			druid 5
insect plague			druid 5
pass plant				druid 5
pass stone**			-
sticks to snakes		druid 5
transmute rock to mud	druid 5
wall of thorns			druid 6
airy water				magic user 5
animal growth			magic user 5
cloudkill				magic user 5
conjure elemental		magic ussr 5
cone of cold			magic user 5
hold monster			magic user 5
monster summoning III	magic user 5
passwall				magic user 5
stone shape				magic user 5
wall of iron			magic user 5
wall of stone			magic user 5
major creation			illusionist 5

			6th level
Spell Name				Taken From
---------------------------------------------------------------------
animate object			cleric 6
find the path			cleric 6
heal					cleric 6
part water				cleric 6
speak with monsters		cleric 6
stone tell				cleric 6
animal summoning III	druid 6
anti-animal shell		druid 6
cure critical wounds	druid 6
feeblemind				druid 6
fire seeds				druid 6
transport via plants	druid 6
turn wood				druid 6
elemental turning**		-
weather summoning		druid 6
anti-magic shell		magic user 6
control weather			magic user 6
death spell				magic user 6
disintegrate			magic user 6
monster summoning IV	magic user 6
move earth				magic user 6
otiluke's freezing sphere	magic user 6
reincarnation			magic user 6
stone to flesh			magic user 6

			7th level
Spell Name				Taken From
---------------------------------------------------------------------
earthquake				cleric 7
regenerate				cleric 7
restoration				cleric 7
wind walk				cleric 7
animate element**		-
chariot of sustarre		druid 7
confusion				druid 7
creeping doom			druid 7
finger of death			druid 7
fire storm				druid 7
transmute elements**	-

			8th level
Spell Name				Taken From
---------------------------------------------------------------------
incendiary cloud		magic user 8
mass charm				magic user 8
druid's maze**			-
mind blank				magic user 8

			9th level
Spell Name				Taken From
---------------------------------------------------------------------
Meteor Swarm			magic user 9
Terraform**				-
Unity**					-

* : Same as listed spell except where noted
** : New spell

Un-leveled spells:

	Totemic Manifestation
	pass element

Brief spell descriptions:
	hold portal : Portal must be of a naturally occuring
		substance or a reasonable combination of natural 
		substances without serious refinery (e.g., while wood, 
		metal, and stone doors can be held, polymer and glass 
		portals can not). Anything constructed from
		living fiber is considered natural (e.g., bones,
		skin, etc.)
	find traps : Traps must be constructed from a natural material,
		or placed in a natural setting - only one part of the
		trap needs be natural for it to be located. See
		"hold portal" for what is and is not natural.
	locate object : Object must be located in or on a natural
		substance. See "hold person" for what is and is not
		natural.
	polymorph self : The druid can take the shape of any form
		he knows, with the exception of aberrations and
		anything that is not native to the prime materal,
		negative material, or elemental	planes. A druid
		could not, for example, take the form of 
		Cthulhu; it could, however, take the form of a 
		Mind Flayer, titan, etc. 

	
	vision quest : Similar to "find familiar", this spell locates
		the druid's specific Totem Spirit.
	protection from cold : As protection from fire, but from cold.
	elemental turning : Can be used to command elementals to turn
		away from the caster in the same way as Clerics turn
		Undead. 
	animate element : Allows the druid to place the essence of
		an elemental or para-elemental plane into a given
		quantity of an inanimate element, thus animating it
		and giving it life (though not necessarily under the
		druid's control)
	transmute elements : Allows the druid to exchange an equal
		quantity of one element for another
	druid's maze : Causes a construct similar to a hedge maze
		to spring up from any natural material in the area
		of effect, having the same effect as a Magic User
		"Maze" spell, but with a physical maze made of
		pseudo-natural materials.
	terraform : Allows the druid to change the form and flow
		of terrain
	unity : Merges the druid's consciousness with that of the
		natural universe, allowing him to effect changes through
		the natural elements of the universe for a given
		period of time

	Totemic Manifestation: Allows the druid to take on one or
		more aspects of their totem spirit at low levels;
		at higher levels, it allows the druid to give his
		body over to the totem spirit, effectively becoming
		an avatar of his totem.

	pass element: Allows the druid to enter one type of element
		as if it were a door, and exit out of the same 
		element type at a given distance away, as "pass plant",
		but with no limits on the type of element used.

